P3D Named Selections: Difference between revisions
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LodNamedSelection | LodNamedSelection | ||
{ | { | ||
asciiz SelectedName; | asciiz SelectedName; // "rightleg" or "neck" eg | ||
ulong NoOfFaces; | ulong NoOfFaces; | ||
ushort FaceIndexes[NoOfFaces]; // indexing into the LodFaces Table | ushort FaceIndexes[NoOfFaces]; // indexing into the LodFaces Table | ||
ulong Always0Count; | ulong Always0Count; | ||
unknownType Array[Always0Count] | unknownType Array[Always0Count] //IsSectional must be true | ||
///// ODOL7 only /////////////////// | ///// ODOL7 only /////////////////// | ||
ulong Count; | ulong Count; | ||
ulong UnknownV7Array[Count]; | ulong UnknownV7Array[Count]; | ||
//////////////////////////////////// | //////////////////////////////////// | ||
tbool IsSectional; | tbool IsSectional; //Appears in the sections[]= list of a model.cfg | ||
ulong NoOfUlongs; | ulong NoOfUlongs; | ||
ulong | ulong SectionIndex[NoOfUlongs]; //IsSectional must be true. Indexes into the LodSections Table | ||
ulong nVertices; | ulong nVertices; | ||
ushort VertexTableIndexes[nVertices]; | ushort VertexTableIndexes[nVertices]; |
Revision as of 13:11, 14 May 2010
Intro
currently a place holder until this is better organised
MLOD
Named Selections are contained in the Taggs structure in MLOD file format
struct structTag_SelectedWeighted
{
TinyBool Active; //Always true
asciiz "<Any Ascii Characters>\0";
ulong NoOfBytes; //eg. Will always be NoOfPoints + NoOfFaces
byte[NoOfPoints] SelectedWeightedPoints;
byte[NoOfFaces] SelectedFaces;
}
NB: The byte array's indicate a zero-based offset into the corresponding Points & Faces structures.
To clarify, the purpose of this 'chunk' is to denote which points & faces belong to a given 'Named Selection' and also to denote the 'per-point-weight' associated with this selection.
Each byte in the SelectedWeightedPoints array denotes a value 0 to 255 (0 to FF hex).
And, serves a dual purpose in...
- 1. Denoting the selectedness and
- 2. Denoting per point weighting.
- Zero (0) or 0x00 hex indicates the corresponding point in the LODs Points array is not selected.
- Any value other than zero indicates that the point is not only part of the selection but also has a weighting value.
- One (1) or 0x01 hex indicates the corresponding point in the LODs Points array is selected and has 100% weighting.
- Every value between 2 and 255 (0x02 to 0xFF hex) indicates the percentage weight of the corresponding point and that it is part of the selection.
- Two (2) being almost 100% weighted and 255 being almost 0% weighted.
Following is some appropriate pseudo-code to illustrate.
byte2weight
float32 byte2weight = (256 - weight)/255;
if (byte2weight > 1.0) then byte2weight = 0;
Where 'weight' is a unit8 (single byte) in the range... 0 >= weight <= 255 or 0x00 >= weight <= 0xFF.
weight2byte
unit8 weight2byte = round(256 - (255 x weight),0);
if (weight2byte == 256) then weight2byte = 0;
Where 'weight' is a float32 in the range... 0.0 >= weight <= 1.0.
ODOL
All arrays are subject to the 1024 rule. Which type of compression depends on odol version
- ODOL7 and ODOL40: LZSS compressed
- Arma2: LZO compressed.
LodNamedSelection { asciiz SelectedName; // "rightleg" or "neck" eg ulong NoOfFaces; ushort FaceIndexes[NoOfFaces]; // indexing into the LodFaces Table ulong Always0Count; unknownType Array[Always0Count] //IsSectional must be true ///// ODOL7 only /////////////////// ulong Count; ulong UnknownV7Array[Count]; //////////////////////////////////// tbool IsSectional; //Appears in the sections[]= list of a model.cfg ulong NoOfUlongs; ulong SectionIndex[NoOfUlongs]; //IsSectional must be true. Indexes into the LodSections Table ulong nVertices; ushort VertexTableIndexes[nVertices]; ulong nTextureWeights; byte VerticesWeights[nTextureWeights]; // if present they correspond to (are exentsions of) the VertexTableIndexes }